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Re: SABRE - (Stable Actor Based Raycasting Engine) 1.0 GOOD

PostPosted: Thu Apr 18, 2013 8:02 pm
by GEuser
lcl wrote:...ALSO I have began working on adding sprites to the engine.
What this means is that soon it will be possible to have objects (like columns, barrels, boxes, cars, enemies, etc.) in the world!


Wow, that would be great! Can' wait to see all those in motion.

Re: SABRE - (Stable Actor Based Raycasting Engine) 1.0 GOOD

PostPosted: Fri Apr 19, 2013 2:02 pm
by lcl
GEuser wrote:
lcl wrote:...ALSO I have began working on adding sprites to the engine.
What this means is that soon it will be possible to have objects (like columns, barrels, boxes, cars, enemies, etc.) in the world!


Wow, that would be great! Can' wait to see all those in motion.

:) it's nice to see people are still interested about this.
I have been trying to implement the object drawing by following this tutorial: http://lodev.org/cgtutor/raycasting3.html
(the whole raycasting engine is based on this tutorial), but it is not working yet.

I think the main reason for my problems with it is that I was quite tired when I wrote the code so there may be
quite many bugs in it. Anyway, I should get it working soon. I'll make a video of it when it works! :)

Re: SABRE - (Stable Actor Based Raycasting Engine) 1.0 GOOD

PostPosted: Fri Apr 19, 2013 4:04 pm
by GEuser
lcl wrote:...it's nice to see people are still interested about this...


It's more than just interesting because it will provide the nearest thing to a complete 3D template with actual objects within it. Imho it's an important project for gE. Looking forward to those videos.

That link to lode's tutorials is superuseful, thanks!

Re: SABRE - (Stable Actor Based Raycasting Engine) 1.0 GOOD

PostPosted: Fri Apr 19, 2013 10:10 pm
by lcl
GEuser wrote:
lcl wrote:...it's nice to see people are still interested about this...


It's more than just interesting because it will provide the nearest thing to a complete 3D template with actual objects within it. Imho it's an important project for gE. Looking forward to those videos.

:D Yeah, it indeed is an interesting concept, I agree. The only disadvantage of it is that the graphics have to be done either as 3D models pre-rendered from numerous angles or as a single image that represents
the object from every side. And the latter only works for objects that are identical no matter what angle they are seen from (like columns and other round objects).

And here's a link to the page that includes all his tutorials. (The link was also foundable in the tutorial I linked, but thought to share this anyway.)
http://lodev.org/cgtutor/index.html

SABRE - (Stable Actor Based Raycasting Engine) - MOUSE LOOK!

PostPosted: Fri Apr 19, 2013 11:38 pm
by lcl
Another quick update on an amazing new feature to be added!

SABRE WILL SUPPORT MOUSE LOOK!
Can you believe it? I CAN'T, yet it still is true! :D

Here's some more info:

I was playing around with Sabre and somehow ended up trying game editor's
ChangeCursor() function. And I noticed that it places the cursor into the center of the actor when
the cursor leaves the actor. This allows to make the mouse never reach the borders of the game window, and thus
makes it possible to add mouse look!

Only disadvantage I've found so far is that it only works in Full Screen mode.
But I think that isn't too bad a limitation.

I'm sorry that I can't provide you with a demo about this yet.
I will possibly make one tomorrow so you can see it working. :)

Re: SABRE - (Stable Actor Based Raycasting Engine) - MOUSE L

PostPosted: Sun Apr 21, 2013 4:16 am
by Jagmaster
Wow interesting, I ALWAYS hated the changecursor function... for this very reason. Now there is a use for it :D

I'm really excited to see this in action, and I shall look forward to seeing your example. I tried playing around with the concept a little myself, bit and got mixed results (I did a simple "Draw actor -> change cursor. That was probably very wrong :lol:). In my setup, if you were fast enough, the mouse passes through the barrier without moving back to the center... But then again, all you'd have to do is move it past the other way, and then it would jump again. Too bad it doesn't work on windowed mode, but hey, no big deal.

Re: SABRE - (Stable Actor Based Raycasting Engine) - MOUSE L

PostPosted: Sun Apr 21, 2013 6:10 pm
by GEuser
Mouse Look. Well it's another obstacle removed. Now, I'll sit back and wait for more updates, including jag's graphic objects (keep'em comming):D

Re: SABRE - (Stable Actor Based Raycasting Engine) - MOUSE L

PostPosted: Sun Apr 21, 2013 9:08 pm
by lcl
Jagmaster wrote:Wow interesting, I ALWAYS hated the changecursor function... for this very reason. Now there is a use for it :--D

Same for me... never used it since I found it much easier to just make a mouse following actor with mouse events disabled. :D
It's funny that I still tried it there, I can't even remember the reason. xD

jag MASTER Yoda wrote:I'm really excited to see this in action, and I shall look forward to seeing your example. I tried playing around with the concept a little myself, bit and got mixed results (I did a simple "Draw actor -> change cursor. That was probably very wrong :lool:). In my setup, if you were fast enough, the mouse passes through the barrier without moving back to the center... But then again, all you'd have to do is move it past the other way, and then it would jump again. Too bad it doesn't work on windowed mode, but hey, no big deal.

Yeah, it's little more complicated than that. I have played around with the concept today and it works almost flawlessly now. :)

GEuser wrote:Mouse Look. Well it's another obstacle removed. Now, I'll sit back and wait for more updates, including jag's graphic objects (keep'em comming):D

:D You'll get your updates within a week, I hope. :)
(A video + mouselook example, not the engine source yet :lol: )

Re: SABRE - (Stable Actor Based Raycasting Engine) - MOUSE L

PostPosted: Wed Apr 24, 2013 9:42 pm
by Hblade
I am absolutely loving this so far! =)

Re: SABRE - (Stable Actor Based Raycasting Engine) - MOUSE L

PostPosted: Mon May 20, 2013 3:38 pm
by lcl
Hblade wrote:I am absolutely loving this so far! =)

Haha, thanks again! :)

People, I'm sorry for the slow progress on Sabre. I have been busy and very tired so
I haven't worked on it. However, with the summer holiday beginning soon, I will probably
get to work on it again! This project is something I will finish and not leave uncompleted.
It just will take some time, since I have quite a little time and strength for this project, and simply because of the amount of work.

Re: SABRE - (Stable Actor Based Raycasting Engine) - MOUSE L

PostPosted: Fri May 24, 2013 8:45 pm
by Jagmaster
Good to hear you're still working on this, I'll be looking forward to more updates :)

Re: SABRE - (Stable Actor Based Raycasting Engine) - MOUSE L

PostPosted: Mon May 27, 2013 3:12 pm
by AliceXIII
It's looking great lcl!

i messed around with that raycasting engine awhile back and all of feral's versions as well, also messed around with feral's rotated isometric engine that he turned into his 3D engine.

fun complicated stuff :lol:

Re: SABRE - (Stable Actor Based Raycasting Engine) - MOUSE L

PostPosted: Tue May 28, 2013 3:17 am
by Hblade
Can I try the mouse look one :D?

Re: SABRE - (Stable Actor Based Raycasting Engine) - MOUSE L

PostPosted: Tue May 28, 2013 1:09 pm
by lcl
AliceXIII wrote:It's looking great lcl!

Thanks! :D and yeah, you're right, this stuff is fun and difficult :)

Hblade wrote:Can I try the mouse look one :D?

I'd like to give it to you to try it out, but it still is somewhat buggy and the view jumps a little when the cursor
reaches the edge of the canvas. I will make a video if it when I get it working. I most likely won't publish any new
versions of the engine before the 2.0 is ready. This means completing mouse look, the editor, object raycasting
and some other things. It will take some time, so patience is needed. :)

Re: SABRE - (Stable Actor Based Raycasting Engine) - MOUSE L

PostPosted: Tue May 28, 2013 3:38 pm
by Hblade
Haha alright :D PLEASE make sure you keep backups T3T